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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-05-06 16:42:08 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-05-06 16:42:08 +0100 |
commit | 72ab29786f6d4c97a92cb95c75091537490e2d0f (patch) | |
tree | 18bf013e3be660b0769cd1a601e670eb79355324 /game/vehicles/railVehicleClass.cpp | |
parent | Refactor InstanceVertices in terms of glContainer (diff) | |
download | ilt-72ab29786f6d4c97a92cb95c75091537490e2d0f.tar.bz2 ilt-72ab29786f6d4c97a92cb95c75091537490e2d0f.tar.xz ilt-72ab29786f6d4c97a92cb95c75091537490e2d0f.zip |
Templated BufferedLocation and single buffer storage for RVC locations
Diffstat (limited to 'game/vehicles/railVehicleClass.cpp')
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 23 |
1 files changed, 12 insertions, 11 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 148081f..324148c 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -4,6 +4,7 @@ #include "gfx/gl/vertexArrayObject.h" #include "gfx/models/mesh.h" #include "gfx/models/texture.h" +#include "stream_support.h" #include <algorithm> #include <array> #include <cache.h> @@ -34,36 +35,36 @@ void RailVehicleClass::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instancesBody.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO).addAttribs<LocationVertex, &LocationVertex::body>(instances.bufferName(), 1); bogies.front() ->configureVAO(instancesBogiesVAO.front()) - .addAttribs<glm::mat4>(instancesBogies.front().bufferName(), 1); + .addAttribs<LocationVertex, &LocationVertex::front>(instances.bufferName(), 1); bogies.back() ->configureVAO(instancesBogiesVAO.back()) - .addAttribs<glm::mat4>(instancesBogies.back().bufferName(), 1); + .addAttribs<LocationVertex, &LocationVertex::back>(instances.bufferName(), 1); } void RailVehicleClass::render(const SceneShader & shader) const { - if (const auto count = instancesBody.size()) { + if (const auto count = static_cast<GLsizei>(instances.size())) { if (texture) { texture->bind(); } shader.basicInst.use(); - bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); - bogies.front()->DrawInstanced(instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().size())); - bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().size())); + bodyMesh->DrawInstanced(instanceVAO, count); + bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count); + bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count); } } void RailVehicleClass::shadows(const ShadowMapper & mapper) const { - if (const auto count = instancesBody.size()) { + if (const auto count = static_cast<GLsizei>(instances.size())) { mapper.dynamicPointInst.use(); - bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); - bogies.front()->DrawInstanced(instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().size())); - bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().size())); + bodyMesh->DrawInstanced(instanceVAO, count); + bogies.front()->DrawInstanced(instanceVAO, count); + bogies.back()->DrawInstanced(instanceVAO, count); } } |